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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-06 19:09:12 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-06 19:09:12 +0000
commit9d9efc7fd96b37de17094f6f7cff8abb43a1e8a2 (patch)
treea12c56aab56fb877e73b9b6e9e290ec543be56b6 /crawl-ref/source/directn.cc
parentf442b6f700fe5e6a588c802fbcab1b5bd0097627 (diff)
downloadcrawl-ref-9d9efc7fd96b37de17094f6f7cff8abb43a1e8a2.tar.gz
crawl-ref-9d9efc7fd96b37de17094f6f7cff8abb43a1e8a2.zip
Add a line on good gods disapproving of certain items to their
description (evil_item). Same for evil_eating. In another step on the way to monster pathfinding, take the shortest path and extract a vector of waypoints out of it. When experimenting with ways to do this I noticed that grid_see_grid is not symmetrical (A may see B but not vice versa); I'm not sure what effects that could have. It won't directly affect the player as the checks for monster sees player and player sees monster both use the player LoS, but it could have an effect on friendly monsters fighting enemy ones, I guess. Also, I don't think num_feats_between needs the shortest beam available (called with false now). In fact, that seemed to hurt visibility a bit, probably because of attempting to take vision obstructing shortcuts. If this reasoning is wrong, please speak up and/or correct it. (I sure hope not because the shortest beam calculation has some more overhead that can be avoided this way.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5501 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/directn.cc')
-rw-r--r--crawl-ref/source/directn.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/directn.cc b/crawl-ref/source/directn.cc
index 2933230868..c696cfea46 100644
--- a/crawl-ref/source/directn.cc
+++ b/crawl-ref/source/directn.cc
@@ -1015,10 +1015,10 @@ void direction(dist& moves, targeting_type restricts,
}
#ifdef USE_TILE
- // tiles always need a beam redraw if show_beam is true (and if valid...)
- if ( need_beam_redraw
- || show_beam && find_ray(you.x_pos, you.y_pos, moves.tx, moves.ty,
- true, ray, 0, true) )
+ // Tiles always need a beam redraw if show_beam is true (and valid...)
+ if (need_beam_redraw
+ || show_beam && find_ray(you.x_pos, you.y_pos, moves.tx, moves.ty,
+ true, ray, 0, true) )
{
#else
if ( need_beam_redraw )